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Author | SHA1 | Date | |
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70bdd489a1 | ||
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c2a847934b |
@ -37,8 +37,7 @@ Assets:
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- QUESTION : do we want to include them in the list of assets per level ?
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- this would enable pre-loading ALL the assets, but is not ideal in most other cases
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- so add an option ?
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- [] the assets of local blueprints
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- [ ] the assets of local blueprints
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Blueprints:
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- [x] on save: write IN THE COLLECTION PROPERTIES
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@ -50,14 +49,17 @@ Blueprints:
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- [ ] scan & inject on save
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- [ ] decide where & when to do & store blueprints data
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Components:
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- [ ] add support for adding components to collections
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General things to solve:
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- [x] save settings
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- [x] load settings
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- [ ] add_blueprints_data
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- [ ] rename all path stuff using the old naming convention : "export_blueprints_path_full"
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- [ ] generate the full paths directly when setting them in the UI
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- [ ] problem : how to deal with defaults: do it on start/load ?
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- [x] rename all path stuff using the old naming convention : "blueprints_path_full"
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- [x] generate the full paths directly when setting them in the UI
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- [x] problem : how to deal with defaults: do it on start/load ?
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General issues:
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- there is no safeguard for naming collisions for naming across blender files
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@ -51,7 +51,7 @@ from .core.operators import OT_switch_bevy_tooling
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from .core.scene_helpers import (SceneSelector)
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from .core.ui.ui import (BLENVY_PT_SidePanel)
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from .core.ui.scenes_list import SCENES_LIST_OT_actions, SCENE_UL_Blenvy
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from .core.ui.folder_browser import OT_OpenAssetsFolderBrowser
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from .core.ui.assets_folder_browser import OT_OpenAssetsFolderBrowser
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# this needs to be here, as it is how Blender's gltf exporter callbacks are defined, at the add-on root level
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@ -199,16 +199,16 @@ class OT_test_bevy_assets(Operator):
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bl_options = {"UNDO"}
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def execute(self, context):
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blenvy = context.window_manager.blenvy
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blueprints_registry = context.window_manager.blueprints_registry
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blueprints_registry.add_blueprints_data()
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blueprints_data = blueprints_registry.blueprints_data
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settings = {"blueprints_path": "blueprints", "export_gltf_extension": ".glb"}
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settings = SimpleNamespace(**settings)
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for scene in bpy.data.scenes:
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if scene.name != "Library":
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assets_hierarchy = get_main_scene_assets_tree(scene, blueprints_data, settings)
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scene["assets"] = json.dumps(assets_hierarchy)
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write_ron_assets_file(scene.name, assets_hierarchy, internal_only=False)
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for scene in blenvy.main_scenes:
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assets_hierarchy = get_main_scene_assets_tree(scene, blueprints_data, settings)
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scene["assets"] = json.dumps(assets_hierarchy)
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write_ron_assets_file(scene.name, assets_hierarchy, internal_only=False)
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return {'FINISHED'}
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@ -68,6 +68,7 @@ class Blenvy_assets(bpy.types.Panel):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False # No animation.
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blenvy = context.window_manager.blenvy
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layout.operator(operator="bevyassets.test")
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@ -84,18 +85,16 @@ class Blenvy_assets(bpy.types.Panel):
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settings = SimpleNamespace(**settings)
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if panel:
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for scene in bpy.data.scenes:
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if scene.name != "Library": # FIXME: hack for testing
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#get_main_scene_assets_tree(scene, blueprints_data, settings)
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user_assets = get_user_assets(scene)
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row = panel.row()
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scene_assets_panel = draw_assets(layout=row, name=scene.name, title=f"{scene.name} Assets", asset_registry=asset_registry, user_assets=user_assets, target_type="SCENE", target_name=scene.name)
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"""if scene.name in blueprints_data.blueprint_instances_per_main_scene:
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for blueprint_name in blueprints_data.blueprint_instances_per_main_scene[scene.name].keys():
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blueprint = blueprints_data.blueprints_per_name[blueprint_name]
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blueprint_assets = get_user_assets(blueprint.collection)
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if scene_assets_panel:
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row = scene_assets_panel.row()
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draw_assets(layout=row, name=blueprint.name, title=f"{blueprint.name} Assets", asset_registry=asset_registry, assets=blueprint_assets, target_type="BLUEPRINT", target_name=blueprint.name)
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for scene in blenvy.main_scenes:
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#get_main_scene_assets_tree(scene, blueprints_data, settings)
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user_assets = get_user_assets(scene)
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row = panel.row()
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scene_assets_panel = draw_assets(layout=row, name=scene.name, title=f"{scene.name} Assets", asset_registry=asset_registry, user_assets=user_assets, target_type="SCENE", target_name=scene.name)
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"""if scene.name in blueprints_data.blueprint_instances_per_main_scene:
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for blueprint_name in blueprints_data.blueprint_instances_per_main_scene[scene.name].keys():
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blueprint = blueprints_data.blueprints_per_name[blueprint_name]
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blueprint_assets = get_user_assets(blueprint.collection)
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if scene_assets_panel:
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row = scene_assets_panel.row()
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draw_assets(layout=row, name=blueprint.name, title=f"{blueprint.name} Assets", asset_registry=asset_registry, assets=blueprint_assets, target_type="BLUEPRINT", target_name=blueprint.name)
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"""
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@ -45,17 +45,12 @@ class BlueprintsRegistry(PropertyGroup):
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def unregister(cls):
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del bpy.types.WindowManager.blueprints_registry
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def add_blueprint(self, blueprint):
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self.blueprints_list.append(blueprint)
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def add_blueprints_data(self):
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print("adding blueprints data")
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addon_prefs = load_settings(".gltf_auto_export_settings")
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if addon_prefs is not None:
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print("addon_prefs", addon_prefs)
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addon_prefs["export_marked_assets"] = False
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addon_prefs = SimpleNamespace(**addon_prefs)
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[main_scene_names, level_scenes, library_scene_names, library_scenes] = get_scenes(addon_prefs)
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blueprints_data = blueprints_scan(level_scenes, library_scenes, addon_prefs)
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self.blueprints_data = blueprints_data
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blenvy = bpy.context.window_manager.blenvy
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addon_prefs = blenvy
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[main_scene_names, level_scenes, library_scene_names, library_scenes] = get_scenes(addon_prefs)
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blueprints_data = blueprints_scan(level_scenes, library_scenes, addon_prefs)
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self.blueprints_data = blueprints_data
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@ -1,3 +1,4 @@
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import os
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import bpy
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from bpy_types import (PropertyGroup)
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from bpy.props import (EnumProperty, PointerProperty, StringProperty, CollectionProperty, IntProperty)
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@ -13,13 +14,13 @@ def update_scene_lists(self, context):
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upsert_settings(blenvy.settings_save_path, {"common_library_scene_names": [scene.name for scene in blenvy.library_scenes]})
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def update_asset_folders(self, context):
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blenvy = context.window_manager.blenvy
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blenvy = self # context.window_manager.blenvy
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asset_path_names = ['project_root_path', 'assets_path', 'blueprints_path', 'levels_path', 'materials_path']
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for asset_path_name in asset_path_names:
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upsert_settings(blenvy.settings_save_path, {asset_path_name: getattr(blenvy, asset_path_name)})
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def update_mode(self, context):
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blenvy = self # context.window_manager.blenvy
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blenvy = self
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upsert_settings(blenvy.settings_save_path, {"mode": blenvy.mode })
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class BlenvyManager(PropertyGroup):
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@ -37,7 +38,6 @@ class BlenvyManager(PropertyGroup):
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update=update_mode
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) # type: ignore
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project_root_path: StringProperty(
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name = "Project Root Path",
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description="The root folder of your (Bevy) project (not assets!)",
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@ -45,6 +45,11 @@ class BlenvyManager(PropertyGroup):
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update= update_asset_folders
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) # type: ignore
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# computed property for the absolute path of assets
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project_root_path_full: StringProperty(
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get=lambda self: os.path.abspath(os.path.join(os.path.dirname(bpy.data.filepath), self.project_root_path))
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) # type: ignore
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assets_path: StringProperty(
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name='Export folder',
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description='The root folder for all exports(relative to the root folder/path) Defaults to "assets" ',
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@ -53,6 +58,11 @@ class BlenvyManager(PropertyGroup):
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update= update_asset_folders
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) # type: ignore
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# computed property for the absolute path of assets
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assets_path_full: StringProperty(
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get=lambda self: os.path.abspath(os.path.join(os.path.dirname(bpy.data.filepath), self.project_root_path, self.assets_path))
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) # type: ignore
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blueprints_path: StringProperty(
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name='Blueprints path',
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description='path to export the blueprints to (relative to the assets folder)',
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@ -60,6 +70,11 @@ class BlenvyManager(PropertyGroup):
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update= update_asset_folders
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) # type: ignore
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# computed property for the absolute path of blueprints
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blueprints_path_full: StringProperty(
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get=lambda self: os.path.abspath(os.path.join(os.path.dirname(bpy.data.filepath), self.project_root_path, self.assets_path, self.blueprints_path))
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) # type: ignore
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levels_path: StringProperty(
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name='Levels path',
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description='path to export the levels (main scenes) to (relative to the assets folder)',
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@ -67,6 +82,11 @@ class BlenvyManager(PropertyGroup):
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update= update_asset_folders
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) # type: ignore
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# computed property for the absolute path of blueprints
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levels_path_full: StringProperty(
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get=lambda self: os.path.abspath(os.path.join(os.path.dirname(bpy.data.filepath), self.project_root_path, self.assets_path, self.levels_path))
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) # type: ignore
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materials_path: StringProperty(
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name='Materials path',
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description='path to export the materials libraries to (relative to the assets folder)',
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@ -74,6 +94,11 @@ class BlenvyManager(PropertyGroup):
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update= update_asset_folders
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) # type: ignore
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# computed property for the absolute path of blueprints
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materials_path_full: StringProperty(
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get=lambda self: os.path.abspath(os.path.join(os.path.dirname(bpy.data.filepath), self.project_root_path, self.assets_path, self.materials_path))
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) # type: ignore
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main_scenes: CollectionProperty(name="main scenes", type=SceneSelector) # type: ignore
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main_scenes_index: IntProperty(name = "Index for main scenes list", default = 0, update=update_scene_lists) # type: ignore
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main_scene_names = [] # FIXME: unsure
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@ -4,7 +4,7 @@ import os
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from bpy_extras.io_utils import ImportHelper
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from bpy.types import Operator
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from ...core.path_helpers import absolute_path_from_blend_file
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from ..path_helpers import absolute_path_from_blend_file
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class OT_OpenAssetsFolderBrowser(Operator, ImportHelper):
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"""Assets folder's browser"""
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@ -46,8 +46,8 @@ class OT_OpenAssetsFolderBrowser(Operator, ImportHelper):
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asset_path_names = ['blueprints_path', 'levels_path', 'materials_path']
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project_root_path = absolute_path_from_blend_file(operator.project_root_path)
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assets_path = operator.assets_path
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export_assets_path_full = absolute_path_from_blend_file(os.path.join(project_root_path, assets_path)) #os.path.join(blend_file_folder_path, project_root_path, assets_path)
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#print("export_assets_path_full", export_assets_path_full)
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assets_path_full = absolute_path_from_blend_file(os.path.join(project_root_path, assets_path)) #os.path.join(blend_file_folder_path, project_root_path, assets_path)
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#print("assets_path_full", assets_path_full)
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#new_root_path = os.path.join(blend_file_folder_path, new_path)
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if target_path_name == 'project_root_path':
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@ -74,7 +74,7 @@ class OT_OpenAssetsFolderBrowser(Operator, ImportHelper):
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if relative_path is not None:
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# and now get absolute path of asset_path
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# compute 'old' absolute path
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old_absolute_path = os.path.abspath(os.path.join(export_assets_path_full, relative_path))
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old_absolute_path = os.path.abspath(os.path.join(assets_path_full, relative_path))
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relative_path = os.path.relpath(old_absolute_path, new_assets_path_absolute)
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setattr(operator, path_name, relative_path)
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@ -89,13 +89,13 @@ class OT_OpenAssetsFolderBrowser(Operator, ImportHelper):
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relative_path = getattr(operator, path_name, None)
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if relative_path is not None:
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# compute 'old' absolute path
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old_absolute_path = os.path.abspath(os.path.join(export_assets_path_full, relative_path))
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old_absolute_path = os.path.abspath(os.path.join(assets_path_full, relative_path))
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relative_path = os.path.relpath(old_absolute_path, new_assets_path_absolute)
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setattr(operator, path_name, relative_path)
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setattr(operator, target_path_name, new_assets_path_relative)
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else:
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relative_path = os.path.relpath(new_path, export_assets_path_full)
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relative_path = os.path.relpath(new_path, assets_path_full)
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setattr(operator, target_path_name, relative_path)
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return {'FINISHED'}
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@ -44,6 +44,11 @@ class BLENVY_PT_SidePanel(bpy.types.Panel):
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library_scene_active = False
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active_collection = context.collection
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print("BLA", blenvy.assets_path_full)
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print("BLA", blenvy.blueprints_path_full)
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print("BLA", blenvy.levels_path_full)
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print("BLA", blenvy.materials_path_full)
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"""current_auto_settings = load_settings(".gltf_auto_export_settings")
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current_gltf_settings = load_settings(".gltf_auto_export_gltf_settings")
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@ -27,8 +27,6 @@ def auto_export(changes_per_scene, changed_export_parameters, addon_prefs):
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file_path = bpy.data.filepath
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# Get the folder
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blend_file_path = os.path.dirname(file_path)
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print("settings", dict(addon_prefs))
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# get the preferences for our addon
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project_root_path = getattr(addon_prefs, "project_root_path")
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assets_path = getattr(addon_prefs,"assets_path")
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@ -38,7 +36,6 @@ def auto_export(changes_per_scene, changed_export_parameters, addon_prefs):
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export_scene_settings = getattr(addon_prefs.auto_export,"export_scene_settings")
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do_export_blueprints = getattr(addon_prefs.auto_export,"export_blueprints")
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export_materials_library = getattr(addon_prefs.auto_export,"export_materials_library")
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print("export_materials_library", export_materials_library)
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# standard gltf export settings are stored differently
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standard_gltf_exporter_settings = get_standard_exporter_settings()
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@ -46,10 +43,10 @@ def auto_export(changes_per_scene, changed_export_parameters, addon_prefs):
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gltf_extension = '.glb' if gltf_extension == 'GLB' else '.gltf'
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# generate the actual complete output paths
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addon_prefs.export_assets_path_full = os.path.join(blend_file_path, project_root_path, assets_path)
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addon_prefs.export_blueprints_path_full = os.path.join(addon_prefs.export_assets_path_full, getattr(addon_prefs,"blueprints_path"))
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addon_prefs.export_levels_path_full = os.path.join(addon_prefs.export_assets_path_full, getattr(addon_prefs,"levels_path"))
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addon_prefs.export_materials_path_full = os.path.join(addon_prefs.export_assets_path_full, getattr(addon_prefs,"materials_path"))
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"""addon_prefs.assets_path_full = os.path.join(blend_file_path, project_root_path, assets_path)
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addon_prefs.blueprints_path_full = os.path.join(addon_prefs.assets_path_full, getattr(addon_prefs,"blueprints_path"))
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addon_prefs.levels_path_full = os.path.join(addon_prefs.assets_path_full, getattr(addon_prefs,"levels_path"))
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addon_prefs.materials_path_full = os.path.join(addon_prefs.assets_path_full, getattr(addon_prefs,"materials_path"))"""
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addon_prefs.export_gltf_extension = gltf_extension
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[main_scene_names, level_scenes, library_scene_names, library_scenes] = get_scenes(addon_prefs)
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@ -59,7 +56,6 @@ def auto_export(changes_per_scene, changed_export_parameters, addon_prefs):
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internal_blueprints = [blueprint.name for blueprint in blueprints_data.internal_blueprints]
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external_blueprints = [blueprint.name for blueprint in blueprints_data.external_blueprints]
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# we inject the blueprints export path
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blueprints_path = getattr(addon_prefs,"blueprints_path")
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inject_export_path_into_internal_blueprints(internal_blueprints=blueprints_data.internal_blueprints, blueprints_path=blueprints_path, gltf_extension=gltf_extension)
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@ -77,7 +73,7 @@ def auto_export(changes_per_scene, changed_export_parameters, addon_prefs):
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# export
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if do_export_blueprints:
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print("EXPORTING", blueprints_data)
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print("EXPORTING")
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# get blueprints/collections infos
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(blueprints_to_export) = get_blueprints_to_export(changes_per_scene, changed_export_parameters, blueprints_data, addon_prefs)
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||||
|
||||
|
@ -8,7 +8,7 @@ from ..helpers.helpers_scenes import clear_hollow_scene, copy_hollowed_collectio
|
||||
|
||||
|
||||
def export_blueprints(blueprints, addon_prefs, blueprints_data):
|
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export_blueprints_path_full = getattr(addon_prefs, "export_blueprints_path_full")
|
||||
blueprints_path_full = getattr(addon_prefs, "blueprints_path_full")
|
||||
gltf_export_preferences = generate_gltf_export_preferences(addon_prefs)
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||||
|
||||
try:
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@ -18,7 +18,7 @@ def export_blueprints(blueprints, addon_prefs, blueprints_data):
|
||||
|
||||
for blueprint in blueprints:
|
||||
print("exporting collection", blueprint.name)
|
||||
gltf_output_path = os.path.join(export_blueprints_path_full, blueprint.name)
|
||||
gltf_output_path = os.path.join(blueprints_path_full, blueprint.name)
|
||||
export_settings = { **gltf_export_preferences, 'use_active_scene': True, 'use_active_collection': True, 'use_active_collection_with_nested':True}
|
||||
|
||||
# if we are using the material library option, do not export materials, use placeholder instead
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||||
|
@ -11,8 +11,8 @@ from ...blueprints.blueprint_helpers import inject_blueprints_list_into_main_sce
|
||||
|
||||
def export_main_scene(scene, blend_file_path, addon_prefs, blueprints_data):
|
||||
gltf_export_preferences = generate_gltf_export_preferences(addon_prefs)
|
||||
export_assets_path_full = getattr(addon_prefs,"export_assets_path_full")
|
||||
export_levels_path_full = getattr(addon_prefs,"export_levels_path_full")
|
||||
assets_path_full = getattr(addon_prefs,"assets_path_full")
|
||||
levels_path_full = getattr(addon_prefs,"levels_path_full")
|
||||
|
||||
export_blueprints = getattr(addon_prefs.auto_export,"export_blueprints")
|
||||
export_separate_dynamic_and_static_objects = getattr(addon_prefs.auto_export, "export_separate_dynamic_and_static_objects")
|
||||
@ -27,7 +27,7 @@ def export_main_scene(scene, blend_file_path, addon_prefs, blueprints_data):
|
||||
}
|
||||
|
||||
if export_blueprints :
|
||||
gltf_output_path = os.path.join(export_levels_path_full, scene.name)
|
||||
gltf_output_path = os.path.join(levels_path_full, scene.name)
|
||||
|
||||
#inject_blueprints_list_into_main_scene(scene, blueprints_data, addon_prefs)
|
||||
return
|
||||
@ -44,7 +44,7 @@ def export_main_scene(scene, blend_file_path, addon_prefs, blueprints_data):
|
||||
)
|
||||
|
||||
# then export all dynamic objects
|
||||
gltf_output_path = os.path.join(export_levels_path_full, scene.name+ "_dynamic")
|
||||
gltf_output_path = os.path.join(levels_path_full, scene.name+ "_dynamic")
|
||||
generate_and_export(
|
||||
addon_prefs,
|
||||
temp_scene_name=TEMPSCENE_PREFIX,
|
||||
@ -66,7 +66,7 @@ def export_main_scene(scene, blend_file_path, addon_prefs, blueprints_data):
|
||||
)
|
||||
|
||||
else:
|
||||
gltf_output_path = os.path.join(export_assets_path_full, scene.name)
|
||||
gltf_output_path = os.path.join(assets_path_full, scene.name)
|
||||
print(" exporting gltf to", gltf_output_path, ".gltf/glb")
|
||||
export_gltf(gltf_output_path, export_settings)
|
||||
|
||||
|
@ -6,7 +6,7 @@ from ...blueprints.blueprint_helpers import find_blueprints_not_on_disk
|
||||
# TODO: this should also take the split/embed mode into account: if a nested collection changes AND embed is active, its container collection should also be exported
|
||||
def get_blueprints_to_export(changes_per_scene, changed_export_parameters, blueprints_data, addon_prefs):
|
||||
export_gltf_extension = getattr(addon_prefs, "export_gltf_extension", ".glb")
|
||||
export_blueprints_path_full = getattr(addon_prefs,"export_blueprints_path_full", "")
|
||||
blueprints_path_full = getattr(addon_prefs,"blueprints_path_full", "")
|
||||
change_detection = getattr(addon_prefs.auto_export, "change_detection")
|
||||
collection_instances_combine_mode = getattr(addon_prefs.auto_export, "collection_instances_combine_mode")
|
||||
|
||||
@ -23,7 +23,7 @@ def get_blueprints_to_export(changes_per_scene, changed_export_parameters, bluep
|
||||
|
||||
# first check if all collections have already been exported before (if this is the first time the exporter is run
|
||||
# in your current Blender session for example)
|
||||
blueprints_not_on_disk = find_blueprints_not_on_disk(internal_blueprints, export_blueprints_path_full, export_gltf_extension)
|
||||
blueprints_not_on_disk = find_blueprints_not_on_disk(internal_blueprints, blueprints_path_full, export_gltf_extension)
|
||||
|
||||
for scene in library_scenes:
|
||||
if scene.name in changes_per_scene:
|
||||
|
@ -38,7 +38,7 @@ def changed_object_in_scene(scene_name, changes_per_scene, blueprints_data, coll
|
||||
# this also takes the split/embed mode into account: if a collection instance changes AND embed is active, its container level/world should also be exported
|
||||
def get_levels_to_export(changes_per_scene, changed_export_parameters, blueprints_data, addon_prefs):
|
||||
export_gltf_extension = getattr(addon_prefs, "export_gltf_extension")
|
||||
export_levels_path_full = getattr(addon_prefs, "export_levels_path_full")
|
||||
levels_path_full = getattr(addon_prefs, "levels_path_full")
|
||||
|
||||
change_detection = getattr(addon_prefs.auto_export, "change_detection")
|
||||
collection_instances_combine_mode = getattr(addon_prefs.auto_export, "collection_instances_combine_mode")
|
||||
@ -47,6 +47,6 @@ def get_levels_to_export(changes_per_scene, changed_export_parameters, blueprint
|
||||
|
||||
# determine list of main scenes to export
|
||||
# we have more relaxed rules to determine if the main scenes have changed : any change is ok, (allows easier handling of changes, render settings etc)
|
||||
main_scenes_to_export = [scene_name for scene_name in main_scene_names if not change_detection or changed_export_parameters or scene_name in changes_per_scene.keys() or changed_object_in_scene(scene_name, changes_per_scene, blueprints_data, collection_instances_combine_mode) or not check_if_blueprint_on_disk(scene_name, export_levels_path_full, export_gltf_extension) ]
|
||||
main_scenes_to_export = [scene_name for scene_name in main_scene_names if not change_detection or changed_export_parameters or scene_name in changes_per_scene.keys() or changed_object_in_scene(scene_name, changes_per_scene, blueprints_data, collection_instances_combine_mode) or not check_if_blueprint_on_disk(scene_name, levels_path_full, export_gltf_extension) ]
|
||||
|
||||
return (main_scenes_to_export)
|
@ -61,7 +61,7 @@ def clear_materials_scene(temp_scene):
|
||||
# the name of the output path is <materials_folder>/<name_of_your_blend_file>_materials_library.gltf/glb
|
||||
def export_materials(collections, library_scenes, addon_prefs):
|
||||
gltf_export_preferences = generate_gltf_export_preferences(addon_prefs)
|
||||
export_materials_path_full = getattr(addon_prefs,"export_materials_path_full")
|
||||
materials_path_full = getattr(addon_prefs,"materials_path_full")
|
||||
|
||||
used_material_names = get_all_materials(collections, library_scenes)
|
||||
current_project_name = Path(bpy.context.blend_data.filepath).stem
|
||||
@ -75,7 +75,7 @@ def export_materials(collections, library_scenes, addon_prefs):
|
||||
'export_apply':True
|
||||
}
|
||||
|
||||
gltf_output_path = os.path.join(export_materials_path_full, current_project_name + "_materials_library")
|
||||
gltf_output_path = os.path.join(materials_path_full, current_project_name + "_materials_library")
|
||||
|
||||
print(" exporting Materials to", gltf_output_path, ".gltf/glb")
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user